If you do it that way, wouldn't CH BS 3B, BS 3B, 2A+BG~MCHT do more damage? I'm unsure, but it is easier...
You can also pull out a BS 1{B} when the opponent is properly placed from CH BS 3B, BS 66K combo...
After BS A+B, 1A Voldo is left in Crouched position, following up with FC 3A+B hits grounded afterward IF they stay down, opponents could get up in FC'd and FC 3A+B would whiff, or they could block it leaving Voldo at about +1, and I'm not sure if this catches ground rolls but I tend to do this and it does work sometimes...
2A+B236G, 6:6{B}
is actually a combo... BS 22B, 2A+B236G, 6:6{B} is another combo...
BS 1A, BS 66A catches F/B/L (catches all directions near walls)...
BS 1A, (crouch cancel), BS 2A+BG~MCHT is a down trap, doesn't catch tech but catches ground rolls...
With BS 3B I figured you would be following up with BS 66K anyway so using it off of both CH BS 3B and regular BS 3B could be easier, just get that timing down... I found CH BS 3B, BS 66K(perfect), BS 22B is a combo, the BS 22B needs to be delayed slightly for it to catch ALL tech and is the best option...